private bool isInSelectedList(mainCharacter4 currentHero) { bool isSelected = false; foreach (mainCharacter4 hero in selected) { if (hero == currentHero) isSelected = true; } return isSelected; }
// Update is called once per frame void Update() { spawningTimer += Time.deltaTime; if (spawningTimer >= spawnMax) { Debug.Log("New Orc unit is ready !"); spawningTimer = 0.0f; mainCharacter4 newOne = Instantiate(orc); newOne.transform.position = new Vector2(-3.7f, 1.7f); omanage.heroes.Add(newOne); } }
// Update is called once per frame void Update() { spawningTimer += Time.deltaTime; if (spawningTimer >= spawnMax) { Debug.Log("New Human unit is ready !"); spawningTimer = 0.0f; mainCharacter4 newOne = Instantiate(human); newOne.transform.position = new Vector2(6.7f, -1.5f); //humanManage4.heroes.Add(newOne); omanage.heroes.Add(newOne); } }
private bool isInSelectedList(mainCharacter4 currentHero) { bool isSelected = false; foreach (mainCharacter4 hero in selected) { if (hero == currentHero) { isSelected = true; } } return(isSelected); }
// Update is called once per frame void Update() { timerDamge += Time.deltaTime; if (timerDamge >= timerDamageMax) { if (goal && humanToAttack != null) { humanToAttack.takeDamage(this.damage); Debug.Log("Human Unit [" + humanToAttack.pv + "/20] has been attacked"); } else if (goal && buildToAttack != null) { buildToAttack.takeDamage(this.damage); Debug.Log("Human Buildiing [" + buildToAttack.pv + "/" + buildToAttack.pvMax + "] has been attacked"); } timerDamge = 0; } if (humanToAttack == null && buildToAttack == null) goal = false; if (goal) anim.SetBool ("attacking", true); else anim.SetBool("attacking", false); if (this.pv <= 0) { this.pv = 0; anim.SetBool("dead", true); } else { anim.SetBool("dead", false); } // goes to position for goal if (this.humanToAttack != null && this.goal == false) { setDirection(humanToAttack.transform.position); } else if(this.buildToAttack != null && goal == false) { setDirection(buildToAttack.transform.position); } // reset target if dead if (humanToAttack != null && humanToAttack.pv <= 0) { humanToAttack.GetComponent<BoxCollider2D>().size = Vector2.zero; humanToAttack = null; goal = false; } if (buildToAttack != null && buildToAttack.pv <= 0) { buildToAttack = null; goal = false; } if(!Mathf.Approximately(rb.position.magnitude, direction.magnitude)) { gameObject.transform.position = Vector3.Lerp (gameObject.transform.position, direction, 1 / (15.0f * (Vector3.Distance (gameObject.transform.position, direction)))); if (!goal) anim.SetBool ("walking", true); } else { anim.SetBool ("walking", false); transform.localScale = new Vector3(1, 1, 1); } }
// Update is called once per frame void Update() { timerDamge += Time.deltaTime; if (timerDamge >= timerDamageMax) { if (goal && humanToAttack != null) { humanToAttack.takeDamage(this.damage); Debug.Log("Human Unit [" + humanToAttack.pv + "/20] has been attacked"); } else if (goal && buildToAttack != null) { buildToAttack.takeDamage(this.damage); Debug.Log("Human Buildiing [" + buildToAttack.pv + "/" + buildToAttack.pvMax + "] has been attacked"); } timerDamge = 0; } if (humanToAttack == null && buildToAttack == null) { goal = false; } if (goal) { anim.SetBool("attacking", true); } else { anim.SetBool("attacking", false); } if (this.pv <= 0) { this.pv = 0; anim.SetBool("dead", true); } else { anim.SetBool("dead", false); } // goes to position for goal if (this.humanToAttack != null && this.goal == false) { setDirection(humanToAttack.transform.position); } else if (this.buildToAttack != null && goal == false) { setDirection(buildToAttack.transform.position); } // reset target if dead if (humanToAttack != null && humanToAttack.pv <= 0) { humanToAttack.GetComponent <BoxCollider2D>().size = Vector2.zero; humanToAttack = null; goal = false; } if (buildToAttack != null && buildToAttack.pv <= 0) { buildToAttack = null; goal = false; } if (!Mathf.Approximately(rb.position.magnitude, direction.magnitude)) { gameObject.transform.position = Vector3.Lerp(gameObject.transform.position, direction, 1 / (15.0f * (Vector3.Distance(gameObject.transform.position, direction)))); if (!goal) { anim.SetBool("walking", true); } } else { anim.SetBool("walking", false); transform.localScale = new Vector3(1, 1, 1); } }